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Katehakis, Alexandra – American Journal of Play, 2017
The author looks at the psychology of sexuality and its origins in the brain's cortex. She discusses how the cues for desire sometimes overshadow mere physiological cues and how they may be healthy or unhealthy. She argues that understanding the intricate neurochemical and neurostructural workings of the mind and the central and autonomic nervous…
Descriptors: Psychology, Sexuality, Brain, Fantasy
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Schrier, Karen – Educational Technology Research and Development, 2017
How can we better design games, such as role-playing video games (RPGs), to support the practice of ethical thinking? Ethical thinking is a critical component of twenty-first century citizenship and we need to design ways to creatively support its practice. This study investigates how male participants, ages 18-34, make ethical decisions in three…
Descriptors: Ethics, Video Games, Role Playing, Adults
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Bakum, Zinaida; Savchak, Iryna; Kostiuk, Svitlana; Zhumbei, Marianna; Poznanskyy, Roman – Arab World English Journal, 2021
The professional development of future specialists has to meet global and domestic standards. Cultural competence is essential for future professionals as it makes it easier to collaborate with foreign professionals, improve their competitiveness in the world labor market and increase the specialist's ability to solve professional challenges. The…
Descriptors: Cultural Awareness, Professional Education, Linguistics, Teaching Methods
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Ko, Shaun; Eslami, Zohreh R. – TESL-EJ, 2021
We present a systematic review of the literature on the use of multiuser virtual environments (MUVE) on the development of pragmatic competence in second language (L2) learners. Specifically, we reviewed studies examining the potential of L2 pragmatic development through synthetic immersive virtual environment (SIE) and massively multiplayer…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Teaching Methods
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Sanmugam, Mageswaran; Selvarajoo, Anurita; David, Jeya Amantha – IAFOR Journal of Education, 2021
Diversified learning is the path to supplement students' needs in the contemporary generation. These students' lives have revolved around technology since birth; as such, the role of technology cannot be ignored. Furthermore, this was prevalent during the lockdown imposed by the global pandemic which compelled the incorporation of educational…
Descriptors: Foreign Countries, Game Based Learning, Student Characteristics, Technology Uses in Education
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Morelock, John R.; Salado, Alejandro; Lakeh, Arash Baghaei; Richards, Trevor K. – Advances in Engineering Education, 2021
In undergraduate engineering education, students are often overexposed to problem-solving methods that are unrepresentative of how engineers solve problems in practice. For decision-making problems, in particular, students are commonly taught to compare alternative solutions using known and provided information. However, many real-world…
Descriptors: Engineering Education, Teaching Methods, Educational Games, Simulation
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Farrelly, Martin James; Sinwongsuwat, Kemtong – SAGE Open, 2021
Utilizing Conversation Analysis, this study examined classroom interactions to identify strategies secondary school teachers used to elicit EFL learners' talk in four micro-pedagogical contexts. How strategies were used, and the challenges teachers faced were also explored. Four Thai teachers of English participated in the study, and approximately…
Descriptors: Language Teachers, English (Second Language), Second Language Instruction, Second Language Learning
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Woodhouse, Hazel Maxine – Waikato Journal of Education, 2019
In their move to school, children and their family are faced with significant changes in their relationships, environment and routine. In this article, the experiences of a group of children transitioning into a new entrant (NE) school classroom from their early childhood centre (ECE) are discussed. As they began adapting to the new social and…
Descriptors: Student Adjustment, Early Childhood Education, Visual Stimuli, Student School Relationship
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Groenewald, Johan; Fourie-Malherbe, Magda – Journal of Student Affairs in Africa, 2019
Research evidence suggests that approaches to promote student success in higher education are becoming more holistic and integrated in nature. This implies that not only classrooms and laboratories, but also residences, as informal out-of-class learning environments, can potentially contribute significantly to promoting student success. The…
Descriptors: Role Playing, Academic Achievement, Dormitories, Correlation
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Mat, Azman Che; Awang, Azarudin; Nokman, Ahmad Zulfadhli; Musilehat, Nor Shaifura; Bakar, Ahmad Fakrulazizi Abu; Yusoff, Muhammad Saiful Anuar – International Journal of Education and Practice, 2019
Role play activities contribute to learners' performance if they actively participate in a group. Learners may gain confidence when given a proper and clear role in role play which enhances their motivation levels. This study adopts Byram (2004) resultative and motivational hypothesis and Eccles "et al." (1983). Expectancy-Value theory…
Descriptors: Role Playing, Semitic Languages, Second Language Learning, Learning Motivation
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Duffy, John; Jenkins, Brian C. – Journal of Economic Education, 2019
The authors propose a classroom experiment implementing a simple version of a New Keynesian model suitable for courses in intermediate macroeconomics and money and banking. Students play as either the central bank or members of the private sector. The central banker sets interest rates to meet twin objectives for inflation and the output gap or to…
Descriptors: Economics Education, Experiments, Macroeconomics, Class Activities
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Sjöberg, David; Karp, Staffan; Rantatalo, Oscar – International Journal for Research in Vocational Education and Training, 2019
Context: Learning through scenario training and live simulation in vocational education is generally regarded as an effective tool for developing professional knowledge. However, previous research has largely overlooked the learning of students in secondary roles in scenario training. The objective of this study is to explore learning for students…
Descriptors: Vocational Education, Vignettes, Simulation, Police Education
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Diniz dos Santos, Alysson; Strada, Francesco; Bottino, Andrea – IEEE Transactions on Learning Technologies, 2019
Finding proper ways to address learning about sustainability is a relevant issue. Sustainability learning has to face some inherent complexities, due to two main factors: the interdisciplinary domains related to sustainability issues, such as ecology, economics, politics, and culture, and the involvement of several social structures, such as…
Descriptors: Teaching Methods, Sustainability, Computer Games, Computer Software
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Li-Wen Huang; Hsing Yu Hou – Educational Process: International Journal, 2025
Background: English proficiency is extremely important for future careers, particularly in aviation education and training. However, the current regulated school framework includes an insufficient two-hour per week. This study investigates the effectiveness of an extracurricular program, "Fun Language Club," in improving English…
Descriptors: Foreign Countries, Language Proficiency, English (Second Language), Second Language Learning
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Rivera-Trigueros, Irene; Sánchez-Pérez, María del Mar – Teaching English with Technology, 2020
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary classroom through gamification. To this end, a gamification proposal based on "Game of Thrones" TV series was designed. "Classcraft," an online role-playing platform, was used to create a gaming scenario in the classroom. The proposal was…
Descriptors: Educational Games, Role Playing, Student Motivation, English (Second Language)
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